D&D (2024) Jumping


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and what exactly are DCs for that?
How much you need to roll for extra 2 or 3 or 17ft jump.

Rules are so clear that we c/p 3.5e rules for jumping.
The DCs and distances are what you make them. Rulings over rules and all that. You know what to use, though. You use Athletics to jump unusually far.
 

was it so difficult to say, for every point in your jump check over 10, your jump distance increases by 1ft?
Yes. A DM might not want champion fighters at 20th level to be able to jump 47 feet with a roll of 20. Maybe he only wants it to be 1 foot increase per 2 over 10 for 36 feet, or maybe less. It's not hard for the DM to decide what distances and DCs he wants to use for his game.
 

Oh jeez that's true. Here is the whole of the Jump spell text: "You touch a creature. The creature's jump distance is tripled until the spell ends."

Wow. Damn. That does nothing to subvert the movement limit. So it's really only useful on creatures that can't jump far at all or a standing jump. And somehow I doubt many people run it that way.
Spells are specific beats general and it specifically triples the distance of the jump, which would exceed the general movement limit rule and therefore beat the general limitation.
 



The DCs and distances are what you make them. Rulings over rules and all that. You know what to use, though. You use Athletics to jump unusually far.
that rule was so great that we got fixed DCs for several things for every tool proficiency.

Expect that for every skill in 5.5e
 

that rule was so great that we got fixed DCs for several things for every tool proficiency.
That's a false equivalence, though. Tools weren't being taken, because they weren't as good as skills, not because DMs couldn't figure out how to pick a DC to jump farther. So WotC came up with some things to make them more attractive.
Expect that for every skill in 5.5e
Maybe, but I don't think it's necessary. I've never had any difficulties or played in a game where a DM had difficulties with skills. Tools were a different story.
 

It's gated by a general rule which the specific tripling overrides per RAW.
I think it's necessary to assume that is what the designers intended for the spell, but it sure isn't clear (as usual). I would absolutely rule it that way. (In fact, I agree that there is no reason to cap any jump by speed, other than how much movement you have left when you land).
 

I think it's necessary to assume that is what the designers intended for the spell, but it sure isn't clear (as usual). I would absolutely rule it that way. (In fact, I agree that there is no reason to cap any jump by speed, other than how much movement you have left when you land).
If we stop going by what is reasonable with specific beats general, well the general rule is that people don't throw fireballs from their hands, teleport, fly, summon monsters, and so on. Nothing in those spells specifically says, "These spells override the general rules on things." They just do it by specifically saying what the spells do. In the case of jump it's specifically to jump triple distance, so any general rule that would otherwise limit that is overridden.

I guess that's one way to limit spellcasters and make martials better, though!
 

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